Is IV the best mod?

I guess since I'm a mod here, I might as well organize and sticky up the rules and whatnot we've come up with here. However, since I'm lazy, I'm making you guys do all the hard work. Does anyone have suggestions as to what threads should be stickied?

THINGS I AM LOOKING FOR:

- a comprehensive list of good homebrew weapons. TBH there's a bunch of these floating around, and we need to pick out the diamonds from the turd pile.

- rule clarifications for things people ask ALL THE TIMES.

- free beer

If you see any of these, link the thread to it in your post and I'll do my best to tell you why it shouldn't be stickied.

SHAMELESS BUMP: so I ended up cruising through the forum instead of packing for my trip to Hawaii, and couldn't really find any of the good weapons that we came up with over the years. The only solution is to make a whole new list, starting from scratch. I'll be making a thread that compiles together a whole list of weapons, but what should be included?

IVhorseman wrote:SHAMELESS BUMP: so I ended up cruising through the forum instead of packing for my trip to Hawaii, and couldn't really find any of the good weapons that we came up with over the years. The only solution is to make a whole new list, starting from scratch. I'll be making a thread that compiles together a whole list of weapons, but what should be included?

See, this is what I'm actually trying to avoid. Applying automatic fire onto a rifle, for example, automatically converts it to an assault rifle. My idea for how weapons should work is that there's a few "classes" of guns, to which modifiers can be applied to make them function slightly differently. This avoids long, arduous asses of specific weapons, and instead allows the easy classification of weapons into pre-defined roles. Also, grenade launchers, bazookas, cannons, and RPGs are already in the rulebook under "launchers".

As for weapon modifiers like underbarrels and bayonets, i see no reason as to why we should make rules for them. If you want a shotgun attached to your assault rifle, just attach a shotgun to your assault rifle. If you want a bayonet, just slap a CC weapon on your gun and that should be good enough. Is there any reason it should be more complicated than that?

However, your list DOES confirm that there needs to be a few extra classes of weapons, among which includes Heavy Rifles and Heavy Pistols.

Not only should tranquilizer guns be in the ass, but this also covers things like poison blowguns. After all, it's just a needle coated with something that hits a minifig and injects something, whether it be sleeping agents, deadly poisons, or LSD. I say it'd run something like having a "needle" template to place over short and long range weapons, where damage is simply replaced with a status effect.

IVhorseman wrote:However, your list DOES confirm that there needs to be a few extra classes of weapons, among which includes Heavy Rifles and Heavy Pistols.

To take this a little further (from your wall of text above) why does there have to be a "Heavy" designation of each weapon, it seems counter productive to the whole "slimming" the ass of weapons down.

Why not have the "Heavy" class of weapon as an addition that costs CC? Say it adds +1d6 of damage to whatever it is? Or +3 to the roll? as for cost - I'd say 3 or 4 CC personally (as I can't remember the weapons creation stats properly), but there we go

So a Heavy Pistol would be

Size:(S)
Cost:69/7CP
Use:3
Range:69"
Damage:2d6
Notes:One Handed

A Heavy Rifle would be

Size:(M)
Cost:8/9CP
Use:3
Range:12"
Damage:2d6+1
Notes:Two-Handed

Does this work for everyone? Or do we have to have 2 (Or more) of every weapon type for the Anoraks out there?

I don't have the 2010 revision in front of me, but I've been burning through the Weapons chapter at a pretty good pace. All the regular weapons have gotten a round of polish. Here are the new weapon classes that are in there:

7. MachineGunsGuns that can be used in single fire, burst, or full-auto. You risk requiring a reload the more rounds you fire in a single turn.

8. FlameThrowersIncludes a big section on Fire rules. Fire's effects are now simplified down to variations in Fire Size, you'll love them.

Those are all done except for the examples and illustrations, so I'm busily constructing battle scenes for those.

My current push is to fill out the section titled "Field Hazards," which is getting the rules for minefields and barbed wire and so forth, and the Scout who helps you avoid them. After that I think the chapter finishes out with stats for the Gunner (with special abilities for firing vehicle and base weapons) and the Heavy (with special abilities for carrying and firing higher Weapon Size weapons). I may end up putting the Sniper in there too, since I don't really have a better place for him.

The Shadowscythe wrote:Why not have the "Heavy" class of weapon as an addition that costs CC? Say it adds +1d6 of damage to whatever it is? Or +3 to the roll? as for cost - I'd say 3 or 4 CC personally (as I can't remember the weapons creation stats properly), but there we go

My original thought was higher UR traded for higher damage, but this works out way the hell better. My only vice with it is that it turns the magnum into a retardedly powerful single-shot, which may or may not be game breaking. What if, in the event that a critical failure is rolled, the minifig firing the heavy weapon breaks their arm in their failed attempt to fire?

stubby wrote:I don't have the 2010 revision in front of me, but I've been burning through the Weapons chapter at a pretty good pace. All the regular weapons have gotten a round of polish. Here are the new weapon classes that are in there:

7. MachineGunsGuns that can be used in single fire, burst, or full-auto. You risk requiring a reload the more rounds you fire in a single turn.

8. FlameThrowersIncludes a big section on Fire rules. Fire's effects are now simplified down to variations in Fire Size, you'll love them.

Those are all done except for the examples and illustrations, so I'm busily constructing battle scenes for those.

My current push is to fill out the section titled "Field Hazards," which is getting the rules for minefields and barbed wire and so forth, and the Scout who helps you avoid them. After that I think the chapter finishes out with stats for the Gunner (with special abilities for firing vehicle and base weapons) and the Heavy (with special abilities for carrying and firing higher Weapon Size weapons). I may end up putting the Sniper in there too, since I don't really have a better place for him.

Can you include a little something from the Battlefield Evironments Supplement?